function EFFECT:Init(data)
	local pos = data:GetOrigin()
	pos = pos + Vector(0, 0, 45)
	
	self.Ang = Angle(0,0,0)

	local emitter = ParticleEmitter(pos)
		for i=1, math.random(30, 35) do
			self.Ang:RotateAroundAxis(self.Ang:Up(), (360/35))
			local forward = self.Ang:Forward()
			
			local particle = emitter:Add("particle/particle_smokegrenade1", pos)
			particle:SetVelocity(forward * math.Rand(130,150))
			particle:SetDieTime(math.Rand(1.9, 2.1))
			particle:SetStartAlpha(200)
			particle:SetEndAlpha(0)
			particle:SetStartSize(math.random(10,30))
			particle:SetEndSize(math.random(60,90))
			particle:SetColor(10, 100, 30)
			particle:SetRoll(math.Rand(0, 360))
		end
		for i=1, math.random(10, 15) do
			local particle = emitter:Add("effects/blood_core", pos)
			particle:SetVelocity(VectorRand() * 90)
			particle:SetDieTime(math.Rand(1.5, 2.5))
			particle:SetStartAlpha(200)
			particle:SetEndAlpha(0)
			particle:SetStartSize(math.random(50,70))
			particle:SetEndSize(0)
			particle:SetColor(10, 70, 40)
			particle:SetRoll(math.Rand(0, 360))
		end
	emitter:Finish()
	
	for i=1,math.random(6,12) do
		local effectdata = EffectData()
		effectdata:SetOrigin(data:GetOrigin() + Vector(0,0,20))
		effectdata:SetAngle(VectorRand():Angle())
		util.Effect("slime_trail", effectdata)
	end
	
	for i=1,math.random(5,8) do
		local effectdata = EffectData()
		effectdata:SetOrigin(data:GetOrigin())
		util.Effect("poison_gib", effectdata)
	end
	
end

function EFFECT:Think()
	return false
end

function EFFECT:Render()
end
